Refactor large files into modular components
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m9s

- Refactored page.tsx (613→252 lines) with GameOverScreen and LeftPanel extracted
- Refactored StatsTab.tsx (584→92 lines) with section components
- Refactored SkillsTab.tsx (434→54 lines) with sub-components
- Created modular structure for GameContext, LootInventory, and other components
- All extracted components organized into feature directories
This commit is contained in:
Refactoring Agent
2026-05-02 17:35:03 +02:00
parent c9ae2576f4
commit d2d28887b1
194 changed files with 16862 additions and 15729 deletions
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import { calcInsight, getFloorMaxHP } from '../utils';
import { makeInitialSpells } from './combatStore';
import { SPELLS_DEF } from '../constants';
import { useUIStore } from './uiStore';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { useSkillStore } from './skillStore';
import { useCombatStore } from './combatStore';
export const createStartNewLoop = (set: (state: any) => void) => () => {
const prestigeState = usePrestigeStore.getState();
const combatState = useCombatStore.getState();
const manaState = useManaStore.getState();
const skillState = useSkillStore.getState();
const insightGained = prestigeState.loopInsight || calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: skillState.skills,
});
const total = prestigeState.insight + insightGained;
const pu = prestigeState.prestigeUpgrades;
const startFloor = 1 + (pu.spireKey || 0) * 2;
// Apply saved memories - restore skill levels, tiers, and upgrades
const memories = prestigeState.memories || [];
const newSkills: Record<string, number> = {};
const newSkillTiers: Record<string, number> = {};
const newSkillUpgrades: Record<string, string[]> = {};
if (memories.length > 0) {
for (const memory of memories) {
const tieredSkillId = memory.tier > 1 ? `${memory.skillId}_t${memory.tier}` : memory.skillId;
newSkills[tieredSkillId] = memory.level;
if (memory.tier > 1) {
newSkillTiers[memory.skillId] = memory.tier;
}
newSkillUpgrades[tieredSkillId] = memory.upgrades || [];
}
}
// Reset and update all stores for new loop
useUIStore.setState({
gameOver: false,
victory: false,
paused: false,
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
});
usePrestigeStore.getState().resetPrestigeForNewLoop(
total,
pu,
prestigeState.memories,
3 + (pu.deepMemory || 0)
);
usePrestigeStore.getState().incrementLoopCount();
useManaStore.getState().resetMana(pu, newSkills, newSkillUpgrades, newSkillTiers);
useSkillStore.getState().resetSkills(newSkills, newSkillUpgrades, newSkillTiers);
// Reset combat with starting floor and any spells from prestige upgrades
const startSpells = makeInitialSpells();
if (pu.spellMemory) {
const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
startSpells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
}
}
useCombatStore.setState({
currentFloor: startFloor,
floorHP: getFloorMaxHP(startFloor),
floorMaxHP: getFloorMaxHP(startFloor),
maxFloorReached: startFloor,
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
spells: startSpells,
});
set({
day: 1,
hour: 0,
incursionStrength: 0,
containmentWards: 0,
});
};